
Post-ApocalypticAdventureFeatured
Wasteland Nomads
Survive and thrive in a post-apocalyptic wasteland where water is currency, petrol is power, and the only law is the one you enforce from behind the wheel of your war-rig. Build a convoy, claim territory, trade with settlements, and carve your legend into the scorched earth.
Adventure briefing
0 heroes have answered the call.
Introduction
The world ended forty-three years ago. Not with nuclear fire—though there was plenty of that—but with the aquifers. They failed simultaneously, as if the planet itself had decided to stop bleeding. The bombs came after, when governments fought over what remained. Then the plagues. Then the silence. Now the Earth is a furnace: the Great Salt Flats stretch from what was once Kansas to the Pacific coast, a blinding white desert where the temperature hits sixty degrees Celsius by noon and drops below freezing at midnight. Rain has not fallen in living memory. The oceans retreated, leaving salt pans the size of countries, and vegetation survives only in the shadow of the Black Ridge mountains, where underground springs still seep—barely—to the surface.
Humanity survived. Barely. Settlements cling to water sources like barnacles on a dying ship: New Eden, a fortified oasis town run by a council of engineers who worship the water pumps they maintain; Rust City, a sprawling junkyard metropolis built in the carcass of old Denver, where everything is for sale and nothing is free; The Monastery, a clifftop fortress where scholar-monks preserve pre-war knowledge and distill medicines from desert plants; and a dozen smaller camps, trading posts, and outlaw havens scattered across the Flats.
Between the settlements, the wastes belong to the nomads. Some are traders—convoy drivers who haul water, fuel, scrap, and medicine between towns in armoured caravans. Some are raiders—the War-Hogs, the Dust Prophets, the Chrome Saints—gangs who take what they want and burn what they can't carry. And some are scavengers, picking through the ruins of the old world for technology, weapons, and the rarest treasure of all: seeds.
You are a wastelander. You have a vehicle—beaten, patched, and running on fumes, but yours. You have a gun, a blade, or a wrench heavy enough to crack a skull. And you have a choice: become a trader and build a convoy empire, become a raider and take the Flats by force, become a scavenger and unlock the secrets of the old world, or become something the wasteland has never seen before. There is no main quest, no prophecy, no chosen one. The wasteland does not care about destiny—it cares about water, fuel, and whether you can survive until sundown. You set your own goals and the world reacts. Death is permanent. The sun does not forgive. The raiders do not negotiate. And the desert always wins—eventually.
Technical dossier
Rule systemSurvival Horror
DurationOpen-ended
DifficultyEasy to Brutal
Character sheet tabs
statsjournalinventoryhistoryenemiesVehicleResourcesTribe StandingHealth & WoundsExperience & LevelParty & CompanionsNomad's KitCorruption
Content warnings
graphic violencedeathscarcitycannibalism (enemy themes)moral ambiguity
Tags
#post-apocalyptic#open-world#sandbox#survival#vehicles#mad-max
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Created by Davide Longo